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# 1 14-01-2007 , 06:25 PM
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T1ck135 - Jan/Feb

I thought after the encouragement from the guys in my WIP thread that it might be worth giving this a go user added image

I'll be modelling the Roman Emperor Hadrian initially from some reference shots I took in Napoli in Italy and will then be looking at all the extra reference shots on the Net and trying to get a 'rounded' off version as close as I think he might have looked.
Hope its alright to post my Max progress here as the SimplyMax forum is usually dead user added image

https://www.flash-fx.net/3D/images/ro...adrian_ref.jpg

Si


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# 2 14-01-2007 , 06:31 PM
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Hey Si

Good to see you back, looking forward to updates on this.

Cheers


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# 3 14-01-2007 , 09:53 PM
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hey t1ck - good to see you in on the challenge and back on simply maya. user added image

# 4 14-01-2007 , 10:47 PM
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Ah, good old T1ck35user added image The good old days are here again.

# 5 15-01-2007 , 02:50 AM
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Are you having enough memory fore the zbrush because this can't be done just in max. Looking forward to see this one finishuser added image


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# 6 15-01-2007 , 08:19 AM
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cheers guys, I hope you're all in here too and ready for a good challenge user added image

goksimaster - yeah I know it'll be a lot harder in max user added image Think I'll play about with displacement maps for the beard but the hair will be a different matter...maybe playing about with lofting the curls and then somehow duplicating them all over the head? No ideas yet as the hair modelling on the previous head was just a little time consuming!

Here are the first early stages, playing about with max's modelling tools and with different ways to block in the main detail areas:

https://www.flash-fx.net/3D/images/ro...hadrian123.jpg

Si


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# 7 15-01-2007 , 08:22 AM
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Hey Si, its only a modeling challenge, so displacements arnt an option unfortunatly, unless you convert them into polys??.

Just thought, does the trial version of Zbrush import and export obj's??? That might be an option??


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# 8 15-01-2007 , 08:37 AM
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Originally posted by gster123
Just thought, does the trial version of Zbrush import and export obj's??? That might be an option??

No it don't... user added image


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# 9 15-01-2007 , 10:48 AM
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very good point steve, I'll have a look into if its possible to generate stuff from a displaced model. If not then it might be a long winded version - one thing that'll be different from the last is the detail though, this would be simpler user added image
ZBrush is sooo tempting for stuff like this but it'll have to wait for when I'm rich user added image

Just a quick update playing with the general shape still. Some things in max are easier than in maya but I still havent figured xray views in separate viewports which kind of slows the workflow down a bit... also smoothing works a bit wierd
No detailed areas yet so it still looks a bit ambiguous:
https://www.flash-fx.net/3D/images/ro...n/hadrian4.jpg


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# 10 15-01-2007 , 12:54 PM
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Are you having some sculpt poligon tool because I use it to model organic stuf and it's very easy


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# 11 15-01-2007 , 01:38 PM
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hi goksimaster, yep I'm using the polygon tools to sculpt the general shape. Now its time to tidy it up a little and start adding a bit of detail around the eyes, nose and mouth to give him more character. The jawline will need to be more pronounced but that will probably be more evident when overlaying the beard user added image

here's the latest and a quick semi smooth:

https://www.flash-fx.net/3D/images/ro...n/hadrian5.jpg


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# 12 15-01-2007 , 01:58 PM
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But when in the proces are you going to make it look like in the picture.

Sculpt is cool and you can make very small detail with it

When I am modeling head I inport a basic head model in subdivison mod and then move veritecs to make the shape and add detail. But you have to many veritecs for that


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# 13 15-01-2007 , 02:02 PM
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Originally posted by goksimaster
But when in the proces are you going to make it look like in the picture.

i think it a very good start
(maybe alittle thin in the face, but think that may just be the screngrab)

I can already see the scupt in in model and no real details have been added.

so thats a well done from me


# 14 15-01-2007 , 02:13 PM
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Hey Si

You can convert displacements to polys in maya, so I would assume max can too, if not a quick import in and wout should do it.

Looking good so far


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# 15 15-01-2007 , 02:26 PM
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goksimaster - I'll probably make it look similar to the reference shots but without the damaged marble lines etc. With this head there are tons of reference pics so it may get a slight variation. It's still in low poly at the minute, as the wireframe pic below shows user added image

tweetytunes - definitely too thin at the minute, I agree user added image I'm working on that a little as I start to give the main areas more detail and you'll probably see him thickening out as it progresses

gster123 - thanks for finding that out steve, I think that'll be the way to go and then play with the resulting polygons till it looks good user added image

here's a minor update playing around with a bit wider jaw and just starting to look at the nose:
https://www.flash-fx.net/3D/images/ro...n/hadrian6.jpg


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
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May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
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